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11 production pipelines, 47 tools, 124 agent skills. Supports cloud APIs (fal.ai, OpenAI, ElevenLabs, Suno, HeyGen, Runway) and free local providers (diffusers, Piper TTS, WAN 2.1, Hunyuan, CogVideo). Co-authored-by: Hanzo Dev <[email protected]>
174 lines
5.4 KiB
Python
174 lines
5.4 KiB
Python
"""
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Basic block collision simulation demonstrating elastic collisions.
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Based on the famous 3b1b pi-computing collision video.
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"""
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from manimlib import *
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import math
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LITTLE_BLOCK_COLOR = "#51463E"
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class StateTracker(ValueTracker):
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"""
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Tracks the state of the block collision process as a 4d vector
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[
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x1 * sqrt(m1),
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x2 * sqrt(m2),
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v1 * sqrt(m1),
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v2 * sqrt(m2),
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]
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"""
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def __init__(self, blocks, initial_positions=[8, 5], initial_velocities=[-1, 0]):
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sqrt_m1, sqrt_m2 = self.sqrt_mass_vect = np.sqrt([b.mass for b in blocks])
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self.theta = math.atan2(sqrt_m2, sqrt_m1)
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self.state0 = np.array([
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*np.array(initial_positions) * self.sqrt_mass_vect,
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*np.array(initial_velocities) * self.sqrt_mass_vect,
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])
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super().__init__(self.state0.copy())
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def set_time(self, t):
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pos0 = self.state0[0:2]
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vel0 = self.state0[2:4]
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self.set_value([*(pos0 + t * vel0), *vel0])
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def rotate_2d(self, vect, angle):
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"""Simple 2D rotation helper"""
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c, s = math.cos(angle), math.sin(angle)
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return np.array([c * vect[0] - s * vect[1], s * vect[0] + c * vect[1]])
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def reflect_vect(self, vect):
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n_reflections = self.get_n_collisions()
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rot_angle = -2 * self.theta * ((n_reflections + 1) // 2)
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result = self.rotate_2d(vect, rot_angle)
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result[1] *= (-1)**(n_reflections % 2)
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return result
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def get_block_positions(self):
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scaled_pos = self.get_value()[0:2]
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rot_scaled_pos = self.reflect_vect(scaled_pos)
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return rot_scaled_pos / self.sqrt_mass_vect
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def get_scaled_block_velocities(self):
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return self.reflect_vect(self.get_value()[2:4])
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def get_block_velocities(self):
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return self.get_scaled_block_velocities() / self.sqrt_mass_vect
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def get_n_collisions(self):
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state = self.get_value()
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angle = math.atan2(state[1], state[0])
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return int(angle / self.theta)
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class BlockCollisionBasic(Scene):
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"""
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A simplified block collision demonstration.
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Shows two blocks colliding elastically.
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"""
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initial_positions = [10, 7]
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initial_velocities = [-2, 0]
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masses = [100, 1]
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widths = [1.0, 0.5]
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colors = [BLUE_E, LITTLE_BLOCK_COLOR]
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def construct(self):
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# Create floor and wall
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floor, wall = self.get_floor_and_wall()
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self.add(floor, wall)
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# Create blocks
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blocks = self.get_blocks(floor)
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self.add(blocks)
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# Set up state tracking
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state_tracker = StateTracker(blocks, self.initial_positions, self.initial_velocities)
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time_tracker = ValueTracker(0)
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state_tracker.add_updater(lambda m: m.set_time(time_tracker.get_value()))
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# Bind blocks to state
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min_x = floor.get_x(LEFT) + blocks[1].get_width()
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def update_blocks(blocks):
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pos = state_tracker.get_block_positions()
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blocks[0].set_x(min_x + pos[0], LEFT)
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blocks[1].set_x(min_x + pos[1], RIGHT)
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blocks.add_updater(update_blocks)
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self.add(state_tracker, time_tracker)
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# Add collision counter
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count_label = Tex(R"\# \text{Collisions} = 0")
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count = count_label.make_number_changeable("0")
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count.add_updater(lambda m: m.set_value(state_tracker.get_n_collisions()))
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count_label.to_corner(UL)
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self.add(count_label)
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# Run the simulation
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self.play(
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time_tracker.animate.set_value(30),
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run_time=15,
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rate_func=linear,
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)
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self.wait()
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def get_floor_and_wall(self, width=13, height=2, stroke_width=2, buff_to_bottom=0.75):
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floor = Line(LEFT, RIGHT)
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floor.set_width(width)
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floor.to_edge(DOWN, buff=buff_to_bottom)
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dl_point = floor.get_left()
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wall = Line(ORIGIN, UP)
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wall.set_height(height)
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wall.move_to(dl_point, DOWN)
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# Add tick marks to wall
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ticks = VGroup()
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tick_spacing = 0.5
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tick_vect = 0.25 * DL
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for y in np.arange(tick_spacing, height + tick_spacing, tick_spacing):
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start = dl_point + y * UP
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ticks.add(Line(start, start + tick_vect))
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result = VGroup(floor, VGroup(wall, ticks))
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result.set_stroke(WHITE, stroke_width)
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return result
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def get_blocks(self, floor):
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blocks = Group()
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for mass, color, width in zip(self.masses, self.colors, self.widths):
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block = Square()
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block.set_stroke(WHITE, 2)
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block.set_fill(color, 1)
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block.set_width(width)
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block.next_to(floor, UP, buff=0.01)
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block.mass = mass
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mass_label = Tex(R"10 \, \text{kg}", font_size=24)
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mass_label.make_number_changeable("10", edge_to_fix=RIGHT).set_value(mass)
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mass_label.next_to(block, UP, buff=SMALL_BUFF)
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block.add(mass_label)
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block.mass_label = mass_label
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blocks.add(block)
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return blocks
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# Alternative mass ratios for counting pi digits
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class BlockCollision1e4(BlockCollisionBasic):
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"""Mass ratio 10000:1 gives 314 collisions"""
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masses = [10000, 1]
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widths = [1.5, 0.5]
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colors = [interpolate_color(BLUE_E, BLACK, 0.5), LITTLE_BLOCK_COLOR]
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class BlockCollision1e6(BlockCollisionBasic):
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"""Mass ratio 1000000:1 gives 3141 collisions"""
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masses = [1000000, 1]
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widths = [2.0, 0.5]
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colors = [interpolate_color(BLUE_E, BLACK, 0.8), LITTLE_BLOCK_COLOR]
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